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Forums > CSDb Entries > Release id #187773 : Alternate Reality - The City +11D
2020-02-15 17:47

Registered: Feb 2006
Posts: 53
Release id #187773 : Alternate Reality - The City +11D

With a dramatically improved saver and a trainer, it is now much much easier to live long enough to stumble into the original game's bugs!


- Certain potion effects (Potions of Protection +1/+2) modify the wrong area of memory and may not actually provide any benefit whatsoever.

- These potion-related memory trashes can affect playfield graphics like door labels and mountain backdrops.

- Too many potion effects will crash the game!

- Banks may exhibit erratic behavior at times.

- Upon transitioning from a building back to the game map, the game sometimes "forgets" whether you are outdoors or in an "enclosed area."

- The game mostly hides the mirroring of door labels, but forgets to do so in certain types of Enclosed Areas, so words like "SHOP" and "TAVERN" will appear reversed on the bottom of the door.

- In silent interiors there's a horrible buzzing sound when the SID should probably just be turned off.
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2020-03-07 22:36

Registered: Jan 2002
Posts: 132
Thanks David - that's my opinion exactly.

Cracking the game itself was a six month effort. If the scene requirement would be that you needed to recode the original to the point that all and any potential in-game error in the original was also fixed then that is well beyond reasonable.

And a five vote for a fully working crack of one of the platforms most difficult games is meanly cheap.

If that was the requirement then I further understand that people merely link their intro to GitHub projects in process.

2020-03-08 01:26

Registered: Dec 2004
Posts: 870
And a five vote for a fully working crack of one of the platforms most difficult games is meanly cheap.
better just ignore the trolls, mate :)

anyhow, nice job with the reu version and also nice job by sailor to improve nosdos with sd2iec iffl support.

still, I think sd2iec sucks ass, loadercoders have to jump through hoops to support it and even then, fast 2bitatn irq support is missing anyhow.
To me, all this emu hardware needs to support 1541 functionality at the bare minimum.
2020-03-08 01:52

Registered: Sep 2002
Posts: 471
Fully working means bug free, and it's not 101% at all. I guess you are still stuck in old times. Remember and Nostalgia raised the bar, our releases speak for themselves. It's not 1988. It doesn't require recoding the game to achieve this.

You asked for feedback and you got some. I don't know why you can't accept it, what is the point. Whatever, I am done with this.
2020-03-08 03:50

Registered: Jan 2002
Posts: 132
Enjoy your bar. I enjoy other bars... You also seem to be the only one who think the common bar is where you say it is. IFFL for 10 blocks shorter and recoding of parts of the game. That's not the game I'm in.

In general its been said that it takes 100 crackers to crack a game. 1 to do it and 99 to say that they could do it better. Having lead the way it will be easier for others now that the mountain top was reachable but you are welcome to be #2. Heard you already started. See you in a few months...

2020-04-21 19:37

Registered: Jan 2002
Posts: 88
Quoting Fix

SD2IEC/IDE64 IFFL support has been around for over ~2 years with support for 15x1 drives + save inside IFFL.

You will get automatic support for IDE64 since it use same code as SD2IEC.

Sorry, No.
2020-04-21 19:46

Registered: Dec 2001
Posts: 10084
just accept already that IFFL is dead
2020-04-22 22:53

Registered: Mar 2009
Posts: 3462
Quote: just accept already that IFFL is dead

I heard the scene is dead too.
2020-04-22 22:56
Ze Smasher

Registered: Feb 2003
Posts: 491
Quote: I heard the scene is dead too.

as dead as James Brown
2020-04-22 23:06

Registered: Dec 2001
Posts: 10084
died about the same time too :)
2020-04-23 12:55

Registered: Jul 2009
Posts: 281
Quoting ZeSmasher
as dead as James Brown

lies. he's not dead at all
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